L L4D2node

LocalTransfer_TransferEntity

0x0014c800 · 5 bytes · __cdecl

_Z28LocalTransfer_TransferEntityPK10CBaseEdictPK9SendTablePKvP9RecvTablePvbbi

Decompiled

undefined (8 params)

/* LocalTransfer_TransferEntity(CBaseEdict const*, SendTable const*, void const*, RecvTable*, void*,
   bool, bool, int) */

void LocalTransfer_TransferEntity
               (CBaseEdict *param_1,SendTable *param_2,void *param_3,RecvTable *param_4,
               void *param_5,bool param_6,bool param_7,int param_8)

{
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)